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@ -368,7 +368,7 @@ manipulator
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===========
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An in-game equivalent to the popular program Dwarf Therapist.
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To activate, open the unit screen and press ``l``.
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To activate, open the unit screen and press :kbd:`l`.
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.. image:: images/manipulator.png
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@ -382,26 +382,26 @@ military and social skills.
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.. image:: images/manipulator2.png
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Press ``t`` to toggle between Profession and Squad view.
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Press :kbd:`t` to toggle between Profession and Squad view.
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.. image:: images/manipulator3.png
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Use the arrow keys or number pad to move the cursor around, holding Shift to
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Use the arrow keys or number pad to move the cursor around, holding :kbd:`Shift` to
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move 10 tiles at a time.
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Press the Z-Up (``<``) and Z-Down (``>``) keys to move quickly between labor/skill
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Press the Z-Up (:kbd:`<`) and Z-Down (:kbd:`>`) keys to move quickly between labor/skill
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categories. The numpad Z-Up and Z-Down keys seek to the first or last unit
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in the list. Backspace seeks to the top left corner.
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in the list. :kbd:`Backspace` seeks to the top left corner.
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Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
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to toggle all labors within the selected category.
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Press the ``+-`` keys to sort the unit list according to the currently selected
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skill/labor, and press the ``*/`` keys to sort the unit list by Name, Profession/Squad,
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Happiness, or Arrival order (using Tab to select which sort method to use here).
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Press the :kbd:`+`:kbd:`-` keys to sort the unit list according to the currently selected
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skill/labor, and press the :kbd:`*`:kbd:`/` keys to sort the unit list by Name, Profession/Squad,
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Happiness, or Arrival order (using :kbd:`Tab` to select which sort method to use here).
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With a unit selected, you can press the ``v`` key to view its properties (and
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possibly set a custom nickname or profession) or the ``c`` key to exit
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With a unit selected, you can press the :kbd:`v` key to view its properties (and
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possibly set a custom nickname or profession) or the :kbd:`c` key to exit
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Manipulator and zoom to its position within your fortress.
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The following mouse shortcuts are also available:
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@ -414,7 +414,7 @@ The following mouse shortcuts are also available:
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* Left-click on a unit's name, profession or squad to view its properties.
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* Right-click on a unit's name, profession or squad to zoom to it.
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Pressing ``ESC`` normally returns to the unit screen, but ``Shift-ESC`` would exit
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Pressing :kbd:`Esc` normally returns to the unit screen, but :kbd:`Shift`:kbd:`Esc` would exit
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directly to the main dwarf mode screen.
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search
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@ -425,25 +425,25 @@ Noble (assignment candidates), Military (position candidates), Burrows
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.. image:: images/search.png
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Searching works the same way as the search option in "Move to Depot" does.
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You will see the Search option displayed on screen with a hotkey (usually ``s``).
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Searching works the same way as the search option in :guilabel:`Move to Depot`.
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You will see the Search option displayed on screen with a hotkey (usually :kbd:`s`).
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Pressing it lets you start typing a query and the relevant list will start
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filtering automatically.
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Pressing ENTER, ESC or the arrow keys will return you to browsing the now
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Pressing :kbd:`Enter`, :kbd:`Esc` or the arrow keys will return you to browsing the now
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filtered list, which still functions as normal. You can clear the filter
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by either going back into search mode and backspacing to delete it, or
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pressing the "shifted" version of the search hotkey while browsing the
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list (e.g. if the hotkey is ``s``, then hitting ``Shift-s`` will clear any
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list (e.g. if the hotkey is :kbd:`s`, then hitting :kbd:`Shift`:kbd:`s` will clear any
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filter).
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Leaving any screen automatically clears the filter.
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In the Trade screen, the actual trade will always only act on items that
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are actually visible in the list; the same effect applies to the Trade
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Value numbers displayed by the screen. Because of this, the ``t`` key is
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Value numbers displayed by the screen. Because of this, the :kbd:`t` key is
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blocked while search is active, so you have to reset the filters first.
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Pressing ``Alt-C`` will clear both search strings.
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Pressing :kbd:`Alt`:kbd:`C` will clear both search strings.
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In the stockpile screen the option only appears if the cursor is in the
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rightmost list:
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@ -493,7 +493,7 @@ preferred material type.
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.. image:: images/automaterial-mat.png
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Pressing ``a`` while highlighting any material will enable that material for "auto select"
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Pressing :kbd:`a` while highlighting any material will enable that material for "auto select"
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for this construction type. You can enable multiple materials as autoselect. Now the next
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time you place this type of construction, the plugin will automatically choose materials
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for you from the kinds you enabled. If there is enough to satisfy the whole placement,
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@ -504,10 +504,10 @@ When choosing the construction placement, you will see a couple of options:
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.. image:: images/automaterial-pos.png
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Use ``a`` here to temporarily disable the material autoselection, e.g. if you need
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Use :kbd:`a` here to temporarily disable the material autoselection, e.g. if you need
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to go to the material selection screen so you can toggle some materials on or off.
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The other option (auto type selection, off by default) can be toggled on with ``t``. If you
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The other option (auto type selection, off by default) can be toggled on with :kbd:`t`. If you
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toggle this option on, instead of returning you to the main construction menu after selecting
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materials, it returns you back to this screen. If you use this along with several autoselect
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enabled materials, you should be able to place complex constructions more conveniently.
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@ -579,7 +579,7 @@ Toggle between all possible positions where the idlers count can be placed.
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trackstop
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---------
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Adds a ``q`` menu for track stops, which is completely blank by default.
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Adds a :kbd:`q` menu for track stops, which is completely blank by default.
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This allows you to view and/or change the track stop's friction and dump
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direction settings, using the keybindings from the track stop building interface.
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@ -614,9 +614,9 @@ See `gui/stockpiles` for an in-game interface.
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:loadstock: Loads a saved stockpile settings file and applies it to the currently selected
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stockpile. eg: ``loadstock food_settings.dfstock``
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To use savestock and loadstock, use the ``q`` command to highlight a stockpile.
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To use savestock and loadstock, use the :kbd:`q` command to highlight a stockpile.
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Then run savestock giving it a descriptive filename. Then, in a different (or
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the same!) gameworld, you can highlight any stockpile with ``q`` then execute the
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the same!) gameworld, you can highlight any stockpile with :kbd:`q` then execute the
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``loadstock`` command passing it the name of that file. The settings will be
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applied to that stockpile.
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@ -1053,17 +1053,17 @@ Invoked as::
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Intended to be used as a keybinding:
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* In 'q' mode, when a job is highlighted within a workshop or furnace,
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* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace,
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changes the material of the job. Only inorganic materials can be used
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in this mode.
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* In 'b' mode, during selection of building components positions the cursor
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* In :kbd:`b` mode, during selection of building components positions the cursor
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over the first available choice with the matching material.
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job-duplicate
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-------------
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Duplicate the selected job in a workshop:
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* In 'q' mode, when a job is highlighted within a workshop or furnace building,
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* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace building,
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instantly duplicates the job.
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.. _stockflow:
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@ -1086,10 +1086,10 @@ Usage:
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``stockflow status``
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Display whether the plugin is enabled.
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While enabled, the ``q`` menu of each stockpile will have two new options:
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While enabled, the :kbd:`q` menu of each stockpile will have two new options:
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* ``j``: Select a job to order, from an interface like the manager's screen.
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* ``J``: Cycle between several options for how many such jobs to order.
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* :kbd:`j`: Select a job to order, from an interface like the manager's screen.
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* :kbd:`J`: Cycle between several options for how many such jobs to order.
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Whenever the bookkeeper updates stockpile records, new work orders will
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be placed on the manager's queue for each such selection, reduced by the
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@ -2294,8 +2294,8 @@ just stones.
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Configuration UI
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~~~~~~~~~~~~~~~~
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The configuration front-end to the plugin is implemented by `gui/siege-engine`.
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Bind it to a key (the example config uses Alt-A) and activate after selecting
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a siege engine in ``q`` mode.
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Bind it to a key (the example config uses :kbd:`Alt`:kbd:`a`) and activate after selecting
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a siege engine in :kbd:`q` mode.
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.. image:: images/siege-engine.png
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@ -2304,19 +2304,19 @@ the allowed operator skill range. The map tile color is changed to signify if it
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hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
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yellow for partially blocked.
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Pressing ``r`` changes into the target selection mode, which works by highlighting two points
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with Enter like all designations. When a target area is set, the engine projectiles are
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Pressing :kbd:`r` changes into the target selection mode, which works by highlighting two points
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with :kbd:`Enter` like all designations. When a target area is set, the engine projectiles are
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aimed at that area, or units within it (this doesn't actually change the original aiming
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code, instead the projectile trajectory parameters are rewritten as soon as it appears).
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After setting the target in this way for one engine, you can 'paste' the same area into others
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just by pressing ``p`` in the main page of this script. The area to paste is kept until you quit
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just by pressing :kbd:`p` in the main page of this script. The area to paste is kept until you quit
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DF, or select another area manually.
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Pressing ``t`` switches to a mode for selecting a stockpile to take ammo from.
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Pressing :kbd:`t` switches to a mode for selecting a stockpile to take ammo from.
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Exiting from the siege engine script via ESC reverts the view to the state prior to starting
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the script. Shift-ESC retains the current viewport, and also exits from the ``q`` mode to main
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the script. :kbd:`Shift`:kbd:`Esc` retains the current viewport, and also exits from the :kbd:`q` mode to main
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menu.
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.. _power-meter:
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@ -2327,7 +2327,7 @@ The power-meter plugin implements a modified pressure plate that detects power b
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supplied to gear boxes built in the four adjacent N/S/W/E tiles.
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The configuration front-end is implemented by `gui/power-meter`. Bind it to a
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key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate
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key (the example config uses :kbd:`Ctrl`:kbd:`Shift`:kbd:`M`) and activate after selecting Pressure Plate
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in the build menu.
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.. image:: images/power-meter.png
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@ -2380,7 +2380,7 @@ Operation
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In order to operate the engine, queue the Stoke Boiler job (optionally
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on repeat). A furnace operator will come, possibly bringing a bar of fuel,
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and perform it. As a result, a "boiling water" item will appear
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in the 't' view of the workshop.
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in the :kbd:`t` view of the workshop.
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.. note::
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